Moved shaders to new directory
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// Copyright 2020 Google LLC
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Texture3D textureColor : register(t1);
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SamplerState samplerColor : register(s1);
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struct VSOutput
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{
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[[vk::location(0)]] float3 UV : TEXCOORD0;
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[[vk::location(1)]] float LodBias : TEXCOORD3;
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[[vk::location(2)]] float3 Normal : NORMAL0;
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[[vk::location(3)]] float3 ViewVec : TEXCOORD1;
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[[vk::location(4)]] float3 LightVec : TEXCOORD2;
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};
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float4 main(VSOutput input) : SV_TARGET
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{
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float4 color = textureColor.Sample(samplerColor, input.UV);
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float3 N = normalize(input.Normal);
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float3 L = normalize(input.LightVec);
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float3 V = normalize(input.ViewVec);
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float3 R = reflect(-L, N);
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float3 diffuse = max(dot(N, L), 0.0) * float3(1.0, 1.0, 1.0);
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float specular = pow(max(dot(R, V), 0.0), 16.0) * color.r;
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return float4(diffuse * color.r + specular, 1.0);
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}
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